Java 重新链接链表?棋局
我的象棋有一部分不对劲。为了让解释更简单,除了那些重要的细节外,我不会给出所有的细节。我有一个棋盘,作为棋子的链表存储。程序应该读取一行像“2 4”这样的整数 此示例线将工件从点2,2移动到点4,4 如果一个工件位于4,4,并且颜色与移动工件不同,则位于4,4的工件将被删除,位于2,2的工件坐标将更改为4,4 我想在删除包含需要删除的片段的链接后,我没有正确地重新链接列表。下面的代码很重要Java 重新链接链表?棋局,java,Java,我的象棋有一部分不对劲。为了让解释更简单,除了那些重要的细节外,我不会给出所有的细节。我有一个棋盘,作为棋子的链表存储。程序应该读取一行像“2 4”这样的整数 此示例线将工件从点2,2移动到点4,4 如果一个工件位于4,4,并且颜色与移动工件不同,则位于4,4的工件将被删除,位于2,2的工件坐标将更改为4,4 我想在删除包含需要删除的片段的链接后,我没有正确地重新链接列表。下面的代码很重要 for (int a = 0, b = 1, c = 2, d = 3; a < token2.le
for (int a = 0, b = 1, c = 2, d = 3; a < token2.length && b < token2.length && c < token2.length
&& d < token2.length; a += 4, b += 4, c += 4, d += 4) {
//reads integers to determine which piece to move and where.
int MoveFromCol = Integer.parseInt(token2[a]);
int MoveFromRow = Integer.parseInt(token2[b]);
int MoveToCol = Integer.parseInt(token2[c]);
int MoveToRow = Integer.parseInt(token2[d]);
//finds the chesspiece object that is moving.
chessPiece MovingPiece = theBoard.findMovingPiece(MoveFromCol, MoveFromRow);
//stores the piece type (rook, queen, etc).
String SpacePieceType = theBoard.CheckPieceAtSpot(MoveToCol, MoveToRow);
//if there isn't another piece at the spot we're moving to, just change the moving piece's coordinates
//to the new spot if the piece could move.
if (SpacePieceType.equals("no piece") && MovingPiece.canMove(theBoard, MoveToCol, MoveToRow, SpacePieceType)) {
theBoard.updateLink(MoveFromCol, MoveFromRow, MoveToCol, MoveToRow);
}
//If there was a piece at spot we're moving to, different color, and we can move there, delete that piece
//and change moving pieces coordinates to new spot.
if (MovingPiece.canMove(theBoard, MoveToCol, MoveToRow, SpacePieceType) && !SpacePieceType.equals("no space")) {
theBoard.delete(MoveToCol, MoveToRow);
theBoard.updateLink(MoveFromCol, MoveFromRow, MoveToCol, MoveToRow);
}
}
您可能有其他错误,但您的删除例程肯定不正确。修复while循环中的逻辑条件可以修复此错误。顺便说一句,您不需要在
updateLink
方法中修复类似的外观条件,因为它不是否定连词,因此不受限制
在游戏中单独测试链接列表。验证是否可以在不同情况下添加、删除元素。例如,添加3个元素,删除3个元素,并验证您仍然可以添加更多元素。每次修改后打印列表。此外,假设您希望能够删除链接列表中特定位置的节点,请确保可以删除列表开头的节点、第二项、最后一项和最后一项的第二项。此外,将链表代码与游戏逻辑完全分离是个好主意。链表应该使用抽象数据类型的接口来实现,该接口具有定义良好的操作,例如添加、删除和toString方法来打印其内容。我正在为1,1和6,1调用我的delete方法。但当我打印列表时,它只显示1,1处的片段(应该删除)。这意味着出了问题(对于链表代码,最好手边有笔和纸,在手动“执行”代码的每一行时浏览代码并更新节点和指针的图形。链表可能非常棘手。
public Link delete(int Col, int Row) {
Link current = head;
Link previous = head;
while (current.piece.col != Col && current.piece.row != Row) {
if (current.next == null) {
return null;
} else {
previous = current;
current = current.next;
}
}
if (current == head) {
head = head.next;
} else {
previous.next = current.next;
}
return current;
}
public void updateLink(int oldCol, int oldRow, int newCol, int newRow) {
Link current = head;
while (current != null) {
if (oldCol == current.piece.col && oldRow == current.piece.row) {
current.piece.col = newCol;
current.piece.row = newRow;
}
current = current.next;
}
}
public Link delete(int Col, int Row) {
Link current = head;
Link previous = head;
while (current.piece.col != Col || current.piece.row != Row) {
if (current.next == null) {
return null;
} else {
previous = current;
current = current.next;
}
}
if (current == head) {
head = head.next;
} else {
previous.next = current.next;
}
return current;
}